| GM Netherpongo |
Axel Endurance vs Packer's Pox 45 +40: 1d100 ⇒ 48
Hans Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 33
Aldo Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 71
Alwin I Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 77
Alwin II Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 18
Gerlach Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 99
Gonzalo Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 70
Rocco Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 93
Wolfram Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 87
Per Hofbauer Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 7
Frank Gotthard Endurance vs Packer's Pox 40 +40: 1d100 ⇒ 55
Alwin I Endurance vs Minor Infection 40 +60: 1d100 ⇒ 89
Alwin II Endurance vs Minor Infection 40 +60: 1d100 ⇒ 22
Gerlach Endurance vs Minor Infection 40 +60: 1d100 ⇒ 74
Gonzalo Endurance vs Minor Infection 40 +60: 1d100 ⇒ 87
Rocco Endurance vs Minor Infection 40 +60: 1d100 ⇒ 67
Per Hofbauer Endurance vs Minor Infection 40 +60: 1d100 ⇒ 79
Hans and Zarine each take out a gor, finishing off the remaining beastmen on deck, while Magda stems the flow of blood from Gonzalo's wound. Which resolves combat – no one is actively dying right now.
The fierceness of quiet gives way to the relative silence of the Teufel river for a time. You hear howls from the remaining herd of beastmen, but their cries grow ever more quiet as the river vessel leaves the beastmen behind. Captain Gotthard finishes reloading his weapons as he watches the eastern shoreline for signs of a renewed attack, but it never comes. He looks over the deck with a mix of emotions on his face before turning his attention to Zarine and Axel. The tension on deck is thick. ”Let's have a discussion, your Lady. All the rest of you stay put and don't touch anything.” he gestures Zarine toward his cabin politely.
The captain's cabin is partially exposed to the elements when you enter, having been damaged by the minotaur's tree-toss earlier. He sets down his handgun carefully and clears some debris off his bed before seeming to conclude that he doesn't have seating. He leans against the wall, seemingly at ease. ”I don't make it a practice to pry into the affairs of my guests, but I have a witch on my ship. I didn't get paid for that and wouldn't have taken it if I'd been asked. I have the safety of my ship and crew to see after. What is your answer? Is there a reason I shouldn't turn your friend into the Witch Hunters?”
We're working toward an opposed test with your Charm vs Captain Gotthard's Cool (probably), but a lot would depend on how you approach things, so there's no need to roll yet. Zarine is of higher a higher Status tier than the captain (he's Silver tier), so the Effects of Status rules on page 50 will apply. I'll tell you up front that the story you've crafted thus far out of character probably gets a -10 difficulty modifier for being highly unusual/hard to believe as a lie. Zarine has an opportunity to get a bit more information about him with an Insight test below.
Mechanical note: the bit about not being as intimidated by a noble above is derived from a talent he has that might (if he rolls a success on the likely opposed test coming up) basically negate any Effect of Status bonus Zarine is claiming.
Somehow, no one in the crew has died from the beastman attack. Many are injured though:
People missing Wounds & can be Healed. We're not in combat, but conditions on the deck of the Flatbottom aren't amazing, so these Heal tests can be made at Average (+20).
Axel: 8
Hans: 4
Aldo: 11
Alwin I: 12
Alwin II: 12
Gerlach: 12
Gonzalo: 12
Rocco: 12
Wolfram: 6
First Mate Per Hofbauer: 14
Captain Gotthard: 7
A number of the critical hits will clear as soon as people clear their Conditions and don't need special medical attention. Some do need some help though. For the sake of making the rolls meaningful, let's not do retries on these. The rules for each test are on or soon after page 179.:
Alwin I: Broken Bone (Minor) bind his broken arm (Average +20 Heal)
Alwin II: Broken Bone (Major) so bind his broken arm (Challenging +0 Heal). He also has a Torn Muscle (Major) but there isn't much Heal can do to help with that. I'll say that his pulled back can be diagnosed properly with an Average (+20) Heal test.
Critical Hits that Heal can't do much with:
Gerlach: just a bunch of conditions
Gonzalo: nothing permanent but he'll have the modified Fatigued condition for a number of days Days Fatgiued: 1d10 ⇒ 7
Rocco: permanently deaf in one ear
Per Hofbauer: just a bunch of conditions
Examine the sores on the beastmen: Average +20 Heal
| Zarine Brightbow |
Come now captain, do you think that I am utterly incompetent? The boy is completely under control, and wouldn't have revealed himself except that he thought my life was in danger. He won't destroy you or yours, and he might be useful once he's trained. That's my investment. He's scared and frightened and pliable, and he's mine.
If you'd like to turn him in, then of course that is your right. But as for a reason why not to, I can think of several. For instance, you might feel some gratitude for how we assisted you not insignificantly in saving your ship just now. You also might not want to get involved in the inevitable fight that would occur should someone try to destroy my investment.
*You* have naught to fear from me, but you'd either have a dead witchhunter on your hands or a dead me... and no telling what my mother might do if she hears that her heir apparent was murdered. Seems like it would just complicate everyone's life.
The biggest reason might be though... if you are worried about the boy, think what he might do if he doesn't think you are his friend, and my friend. That's the real danger, if you are looking for one. The safety of your crew is guaranteed if we continue as friends. I become unable to guarantee that if we happen to become enemies, and that would also be a shame, since I find you to be a good and competent captain and also a very good shot. I would definitely be in your debt if we could continue our positive interaction.
| Magda Kupferaugen |
| 1 person marked this as a favorite. |
I'm putting everyone on a line. I'm treating the most wounded first. Rank don't apply. If you try to cut the line, you go at the back of the line. I'll do my best, as you have done YOUR best fighting these horrid malevolent creature. I'm still training as a doctor, but at least you have someone to treat your wounds, so no complaining. Alphonso here will be my assistant. THere will be probably things I cant heal here on a moving ship. Rest and healthy food will help you. No alcohol for the rest of the trip. Hans, take two of the least wounded sailors, and bring me straight bits of wood to make splints, and some rags, the cleanest rags you can find. Wash them in hot water if you can first.
Heal-Alwin I (70): 1d100 ⇒ 7
Heal-Alwin II Arm (50): 1d100 ⇒ 4
Heal-Alwin II Back(70): 1d100 ⇒ 24
Missing wounds (+20 for Average, +10 for Assistance so 80 Heal. Healing 4+SL Wounds)
Heal-Axel: 1d100 ⇒ 93 SL-1
Heal-Hans: 1d100 ⇒ 54 SL 3
Heal-Aldo: 1d100 ⇒ 63 SL 2
Heal-Alwin I: 1d100 ⇒ 81 SL 0
Heal-Alwin II: 1d100 ⇒ 66 SL 2
Heal-Gerlach: 1d100 ⇒ 58 SL 3
Heal-Gonzalo: 1d100 ⇒ 87 SL 0
Heal-Rocco: 1d100 ⇒ 92 SL -1
Heal-Wolfram: 1d100 ⇒ 25 SL 6
Heal-Per Hofbauer: 1d100 ⇒ 97 SL -1
Heal-Cpt Gothard: 1d100 ⇒ 40 SL 4
Heal +20 Beastmen sores 70: 1d100 ⇒ 76
Magda spends hours cleaning and treating wounds, righting bones, getting from sailor to sailor until everyone is tended to.
The usually timid halfling lady shows her bossy, no non-sense side, giving strict instructions and expecting to be obeyed. But it's tempered by her honest, motherly care for every wounded sailor, which she thanks for their bravery and skill in the fight.
| Hans Schäfer |
Insight: 1d100 ⇒ 31
Hans stayed close, keeping an eye on Zarine and the captain. He cleaned off his blade, hoping that he would not have to use it again, especially against the crew that they had just saved. But if Gotthard decided to pick a fight, then a fight he would have. Hans was not ready to be unemployed just yet. The fact that the captain did not seem intimidated or fearful struck him as odd. He couldn't tell if that should worry him or not...
| Axel Rotendorf |
Somewhat isolated by the crew, Axel limps around the deck (that damn blister isnt coming good) and acting as look out, checking lines etc so that the sailors can rest and get medical care.
| GM Netherpongo |
"I do appreciate that you fought with us: we'd all be through the gates of Morr right now if we hadn't had all hands on deck. I don't turn my fire on a comrade in arms either: that's why we're here talking in my cabin. I've no intention of picking a fight with you or your friends. But you aren't understanding what your real problem is here."
"When we make shore, any one of my sailors could end up talking into a glass, if they don't make a run straight for the Inquisition. I've seen enough wizardry to keep it together right now, but they're all scared out of their minds. All it takes is one to bring the Sigmarites down on your head. That's why were here talking: you need to persuade me so I can persuade them. I doubt I can keep all of their mouths closed tight if I'm not convinced, and it's ship sure you can't do it without me. Your bluster and talk of investment won't be enough to keep your boy out of the witch-fires."
"So I'll ask again: I'm a good man of the Empire. I just found out I have a witch on my ship. I like the man well enough, but a witch is a witch. Why shouldn't I follow the law and go report this to the Cult of Sigmar?"
He's saying here that he isn't convinced, but that will really be decided with a roll whenever you are ready to make one. You still have time to change Zarine's argument or try some other approach. Diplomacy/Persuasion and Bluff/Deception type approaches would all fall under Charm. Your reply above sounded a lot like Intimidate, which you could use. Bribery is another potential option, though I'm not sure you guys have enough coin to do Bribery here, given the risks involved and the number of crew. You'd still be at a -10 difficulty modifier with the approach above. You can still roll on the Insight spoiler from my last post & there will be a new one for you below.
Hans, the captain's office isn't big enough for a crowd, so you got left out of the current discussion. The sound of the river against the hull is enough to mostly cover their conversation unless you tried to eavesdrop, but doing so would be super obvious to the rest of the people on deck.
Magda sets about her triage and is glad to find that everyone is going to pull through, though some are certainly the worse for wear. She binds the broken arms of the Alwins and takes note of Alwin II's badly pulled back. He shouldn't be moving around at all for a long time, but should recover. She looks over the beastmen corpses again but can't decide what might be the cause of their sores. Nothing good, certainly.
Wounds Taken post-healing: (note that a failure here doesn't heal any wounds)
Axel: 8
Aldo: 5
Alwin I: 12 (down)
Alwin II: 6
Gerlach: 5
Gonzalo: 12 (down)
Rocco: 12 (down)
First Mate Hofbauer: 14 (down)
Any remaining injured will be able to attempt to recover wounds with an Endurance test when they get a rest period.
| Zarine Brightbow |
Intuition 50 +20 (70): 1d100 ⇒ 21
Zarine sighs. She drops any semblance of nobility and speaks with utter plainness.
Captain, honestly, your men are safe. I agree with you that there was risk out there, but not as much as you might think. And now that he knows I know, he won't try anything again. He's been trying to hide it for a long, long time, and now he trusts me to protect him from the witch-hunters, so people need to believe that they have to go through me to get to him... that just knifing him in his sleep isn't going to be the end of it. He isn't mine in the sense of slavery... only under my protection in a voluntary employment situation, like your crew.
I've been traveling with him for quite a while and he hasn't ever revealed himself before this. I have no talent myself, but I can see the weaves. I come from a family that is accustomed to magic, some as practitioners and some as "hunters" though obviously not as Sigmarites. We don't hate magic users, and we only seek them out to help them find training. I am not speaking to you from a place of ignorance. He wanted to help, but now that he knows we will handle things like that, he shouldn't panic and try again, and that show out there was me telling him not to try again under any circumstances, and he got the message.
You keep asking me for reasons why you wouldn't turn him in, and I have given you all I have, and I have tried to come up with ones that you might believe ... I'm taking him to get him trained, he's under my protection, he's safe, he's some sort of noble investment, we helped you, we should be friends and not enemies, and that I will owe you a favor, which often works in elven politics, but of course, they know who my mother is. So, enough with all of those side reasons, which are all true to at least some extent, but which you may or may not believe. The real reason is just that it isn't right to murder magic users, and that man has just as much right to keep living and breathing as part of my crew as any of YOUR crew have a right to keep living and breathing, which I believe Magda is trying to ensure even now. If you are looking for a bribe, I don't have one for you. I don't have enough money with me to try to bribe your entire crew anyway unless I gave you the bracelet from my mother, which I would never do willingly. I also don't want to start a fight with you to prevent you from reporting us. I don't enjoy solving problems through violence... but I'm out of ideas, and I haven't had enough practice with the politics of humans to know what you want to hear.
My cards are on the table. If you want to report him, then we'll disembark and try to make our own way, although I would rather, obviously, continue to our destination. I do mean to get him training, whatever it takes, and I have every confidence that he will turn into one of the best magic users out there when trained.... but I have no idea what you could tell your crew to keep them from revealing him. Is there something I could say that would make a difference to them? Do you have an idea of what you are looking for here, or did you just bring me in here to warn me that we need to get off your vessel and run?
| GM Netherpongo |
With the clarifications involved, I'll move the difficulty of the opposed test up to Average (+20). Charm is appropriate given your current approach. This very much concerns Axel's situation, so if he wants to spend resources like Fortune on this to improve the odds, he can.
Captain Gotthard Cool 49: 1d100 ⇒ 7 - of course my dice go hot right now...
Because people might spend resources on this test, a failure wouldn't necessarily result in him deciding to turn Axel over to the Witch Hunters. Though if the success levels are really bad...good luck!
| Zarine Brightbow |
Charm 35+20 (55): 1d100 ⇒ 97
All that conversation for nothing.
| Zarine Brightbow |
When I see his eyes go cold and I know that the argument is lost, maybe I should just stab him. I'm a lot better at fighting than talking apparently. I *wanted* to be a nice character, but the dice say no. How many of his crew are up and able to fight still? I know lots of them got brutalized.
| GM Netherpongo |
Before we consider violence too closely, do Zarine or Axel want to spend Fortune to reroll that? A really bad result would be in the -6 SL range, which a roll in the 60s would avoid. A win or good result has low % but your odds of dodging worst case results are quite reasonable.
| Zarine Brightbow |
Okay, okay. I'll spend my only fortune point to reroll.
Charm 35+20 (55): 1d100 ⇒ 38
| GM Netherpongo |
Captain Gotthard strides back out on deck boldy, no longer carrying his rifle. "Attention crew!" he calls out to the assembled group.
"First of all, the lot of you did good work saving our skins just now. That includes our guests. Thank you to all for your efforts...too many ships get lost that way. We were fighting first for our necks, but you each did the Empire proud tonight. My hands will get hazard pay, as agreed."
"We have a witch on board: you all saw it just like I did. I've spoken with our elf lady here, and she's taking him in to Altdorf. All nice and legal or something. The Longbottom will be taking them as far as Grunberg, just like we were paid to do. Your hazard pay covers that as well. I won't force any man that refuses to travel with a witch, so if you want to buy out when we make shore, I'll hold no grudge for it. If you stay on, I'll be grateful. You are all good men."
"For now, we make for Stormdorf. We have some minor repairs to make and I want the ship checked over before we sail further. We'll need to take care of our wounded as well." He turns to give commands to his first mate reflexively before realizing that Per isn't there. "Get to work. The sooner we make port, the better."
The tension is thick on deck as the remaining sailors get back to work, and you hear some noticeable grumbling. With the men focused back on sailing, the Flatbottom picks up speed on your journey north.
The captain goes over to where Magda is working on binding wounds. "I owe you a special thanks. I won't get in your way now but if you can give me a report when you are done, I'd appreciate it."
With his crew seen to, the captain moves over to examine the fallen beastmen.
| Hans Schäfer |
K Reikland: 1d100 ⇒ 56
Failed
Breathing a sigh of relief, Hans went about assisting the crew. He didn't want to have to handle the beastmen bodies, if he could help it. Usually he'd be all over looting the dead, as profit was profit, but these creatures were unclean. It was one thing to sail with a witch and an elf, but beastmen? There was no denying how unnatural and evil they were. He wouldn't put it past them to wield items that were cursed by the dark gods.
| Zarine Brightbow |
Zarine calls Hans and Axel over, away from the others so she won't be overheard.
She addresses Axel.
Hans is going to tie you up. This is not because I see you as a prisoner, but because it is important to the morale of the ship. I hope you understand... but even if you don't, it is necessary, for your own safety. Try to stay out of the way of the crew as much as you can. For what it is worth, I am sorry. I don't like the necessity, but it is this or leave the boat and make our own way, and this should be better. I give you my word that you will be freed once we get to Grunberg.
She turns to Hans.
Tie his hands, but don't immobilize him completely. And for the duration of the boat trip, you're *his* bodyguard. I can protect myself, but if he is tied up, he can't... and this crew could turn hostile. I need you with him at all times. For the sake of the crew, act like you are protecting them from him, but really it is the other way around. Understood?
| Axel Rotendorf |
| 1 person marked this as a favorite. |
Axel sighs. He knew sooner or later it would come to something like this.
But unlike his grandfather's end, he at least had hope this wouldn't lead to an execution pyre.
Just don't let them ruin or steal my stuff... , he says before extending his hands.
| Magda Kupferaugen |
Magda does one more round of checking the wounded, tightening bandages if needed, cleaning wounds, giving some water to the thirsty and caring for the men like a protective mother would do.
Then, despite her tiredness, she goes looking out for the Captain, to report to him as asked
| Hans Schäfer |
| 1 person marked this as a favorite. |
Hans shrugged. Axel was a good enough sort, even if he was a witch. He tied the mans' hands, but didn't bother doing that good a job of it. If he wanted to get out, he'd be able to with a bit of struggle. "Sure thing." He said.
| GM Netherpongo |
Rocco Packer's Pox Incubation Time (days): 1d10 ⇒ 10
Wolfram Packer's Pox Incubation Time (days): 1d10 ⇒ 8
The atmosphere is uneasy on the ship, though less so after Axel is tied up. After a time spent sailing away from the beastmen and all the foul memories of the evening, the mood eases a little. The captain has the tack of the beastmen pushed onto a corner of the boat. He's uneasy about the stuff, but it looks like he intends to sell it if he can to cover his new expenses.
By morning, the Flatbottom arrives in Stromdorf. A steady drizzle dampens the mood as well as everything else. Even in the early morning, you can tell the small town is busier than normal. Uneven rows of tents are scattered across the riverbank further away from town, and you can see groups of armed men making breakfast among them. Their colors aren't any you recognize. At the very least, they aren't the Imperial army. The barge pulls into the docks and Captain Gotthard approaches you.
"We'll shove off again tomorrow morning if you want a ride the rest of the way to Grunberg." He leaves to see to his men and to speak with the dockmaster. He arranges for the injured to be taken to a nearby sailing inn called Night at the Docks.
A note here: I'm aware of the existence of a published adventure for Stromdorf, meaning that this place is probably well-developed. I couldn't find the adventure on my rpg shopping site, so I'm making everything here up besides the wiki-able stuff which isn't much. Just be aware that most of the city things are non-canon. Stormdorf is roughly 700 in population so it has more than hovels, but it's nowhere near the size of Ubersreik or even Grunberg.
Also, you'll need to pay for your own food in Stromdorf. See page 302 for offerings, but the prices are all double normal because of the event we got in Downtime. I didn't find a way to apply it earlier, so the food shortage is extending this far north.
| Zarine Brightbow |
I don't think we are off the ship yet. We'll keep you close. Shall we go hole up in an inn for now? Anything else we need to do here?
| GM Netherpongo |
The crew of the Longbottom hasn't set a watch to make sure you stay put. They'd probably rather that you left & didn't get back on...though the captain is honoring his agreement to take you to Grunberg. As far as witch hunters go, you would have to disembark to find out.
| Hans Schäfer |
Hans breathed a sigh of relief as they came into town. It felt good to know that there was something between them and any more beastmen. Townspeople, or even worse, city-folk, they just didn't understand how dangerous the roads and rivers were. He couldn't even begin to imagine what it was like for those who lived off of the beaten path. He gladly followed Zarine to whatever inn she wished to go to. He recommended the Storm Dwarf Inn. Because if the mercenaries caused any trouble there, then their captain would be close by to keep them in line.
Haggle 45: 1d100 ⇒ 18
Looking to buy a meal for regular price. Trading tales of their fight with the beastmen to get the locals to see them in a good enough light to not jack the price up
| Axel Rotendorf |
Pretty sure I spent all my money... d'oh! Hoping the group monies will cover it
The boat crew don't seem to be overly concerned with Axel being confined to the boat, as much as he is left with the Lady and bound to boot.
He briefly considered sleeping on the boat then figured drunken crewmen who returned to sleep it off might decide to indulge in their own brand of unsupervised justice. The best course of action was to follow his new patron, and when out of sight? Slip off the considerately tied bounds.
One thing he knew - Drunk men talked and tales of a witch would soon begin to circulate. Would these tales reach the ears of witch hunters before he left town? He could only hope he would well down river by the time they started searching. He knew full well that once you fought against the witch hunters that pretty much any hope of arguing for reform and acceptance for training were gone.
And unfortunately many witch hunters weren't there to take a potential wizard in for training.
| GM Netherpongo |
Hans: what kind of meals are you hoping to get? I need to sort out what the likely haggle of your vendor is.
| GM Netherpongo |
We haven't heard from everyone quite yet, but enough to move on a bit.
Those who go to the Storm Dwarf inn find a large establishment with sturdy-looking but plain walls. A finely dressed woman with long auburn hair sits at breakfast with a man with golden brown hair wearing a uniform in the same colors as the soldiers outside. Their meals look simple but hearty enough.
The innkeeper approaches as you enter. "Ah more guests! Welcome! I'm Arnold. Arnold Tausch, though you can just call me Arnold if you like. You look from out of town. We have vacancies if you would like to stay at my establishment. Rooms are If it interests you, a noble in town is holding a game of Scarlet Empress tonight and is taking all comers. The entry fee is six shillings and Lord Goldhaber is providing a pot equal to an additional entry fee. I think there are two or three seats still open if you would like to pay in."
Lodging prices are 10/- per night for a private room and 0/10 to sleep in the common area, which is in a separate building and is little more than a large floor for all comers that can fit.
| Magda Kupferaugen |
The captain goes over to where Magda is working on binding wounds. "I owe you a special thanks. I won't get in your way now but if you can give me a report when you are done, I'd appreciate it."
What about this? Should we say Magda reported to the Captain off screen, listing the injuries of the crew, and how to better treat them (time off for some sailors, cleaning wounds regulary for others, rest and water for all..)
| GM Netherpongo |
I'm not sure that he has much to say beyond receiving the report. I was assuming that Magda was being thorough in her descriptions & recommendations. His plan is to leave the badly wounded sailors (long-term crit healing) in Stromdorf, paying someone to take care of them. If you want to bring in anything beyond just stating a report for him, you can.
| Zarine Brightbow |
Does my character know anything about the game Scarlet Empress? Might be an opportunity to pick up some cash, but I don't think she would enter without knowing the game/odds.
| GM Netherpongo |
Replied to Zarine's question in Dicsussion. I'm making an assumption about Magda here to move things along some.
Noting Magda's presence, the innkeeper waves her over. "Almost didn't notice you, lass. You look the sort that knows a thing or two about medicines though...my stablehand took sick recently, and I was wondering if you'd be willing to take a look at him? I can't pay ye, but I'd be willing to throw in a meal."
| Zarine Brightbow |
Zarine makes sure that everyone is settled and then returns to the ship.
| Zarine Brightbow |
You can come with me if you like, but if you want to take a rest from the crew looking at you sideways, you can stay here with Hans for the night. Your decision.
| Axel Rotendorf |
Ummm, he said looking embarrassed. I believe there were joint funds put aside for us as a group... unless I misremember. Who is holding the bag on that sum? I errr... am without personal monies.
| Zarine Brightbow |
Oh, my apologies Axel. How much do you need?
Zarine gives him whatever he needs from the group fund.
| Magda Kupferaugen |
Magda barely suppress a weary sigh, and rubs her face, before answering to the inkeeper
I could do with a decent, healthy meal, so lets check on your stablehand first. Do you know when he get sick?
| GM Netherpongo |
Magda's bit. If anyone wants to accompany her they can.
The innkeeper rubs his chin. "He's been laid up for a couple of days at least, I guess. He really doesn't look good. He was complaining for a day or two before it got really bad though." He calls for one of the tavern wenches to take Magda to him. The woman introduces herself as Kirsa Rickenbacker. She's just shy of adulthood you'd guess, with short dark brown hair and blue eyes. She seems put out to be taking you, although she doesn't seem upset at Magda and doesn't comment on her displeasure.
Kirsa leads you outside and to a small cabin separated from the inn by a small field. "Eckhard is inside," she grumbles and opens the door for Magda, though she doesn't go inside.
The man inside is likely in his late forties, dressed in the poor clothing of a menial laborer. The man is shaking slightly in his bed as he moans, not reacting to Magda's entry to the room. He's covered in sweat and blood is on his shirt, likely from where he coughed it up.
You need two separate heal tests to diagnose his condition.
---
Meanwhile, back at the inn (Zarine can have left before this occurs if she wants)
As you get your arrangements sorted out, the door to the inn opens and a heavily armored man walks down the steps from the upper levels of the inn. He has light brown hair and striking grey eyes. He wears a sword at his side and carries a helmet under his arm. The man wears a wide grin and calls for the innkeeper. "Arnold, good morning! I'll have another of those wonderful breakfasts your wife makes."
Arnold replies quickly. "Yes, Lord Goldhaber."
He nods to the other breakfasters, as he seemingly knows them, before taking in the rest of the room's occupants. "Ah! Newcomers in town! I'm about to sit down for a meal. If you'd like to join me, let's get to know one another."
Judging by Arnold's naming him as a noble, Lord Goldhaber seems excessively friendly based on what you would normally expect.
| Magda Kupferaugen |
Heal +40 (80): 1d100 ⇒ 3Maybe a Crit?
Heal +40 (80): 1d100 ⇒ 60
Magda wastes no time, immediatly spotting the man's feverish state, and his shaking, both clues of Ratte fever.
Then, the halfling sees something she didn't expect, a slight cut on the diseased man's arm. The wound hasn't been clean properly, or even at all, and has festered.
She takes a few steps back to remember her lessons about how to treat the man, and how to contaminating his disease might be.
Heal 40: 1d100 ⇒ 4
| GM Netherpongo |
Magda: I forgot to say how to find the treatment stuff in the rulebook. You didn't need a new check for that (but great roll!). After the diseases section is one for symptoms...treatment is based on symptoms rather than disease. So proper treatment for Ratte Fever and Festering Wound combined would be all the symptoms for Ratte Fever and Festering Wound. Keep in mind the duration & incubation times for when they matter as well. See pages 188-190 for Symptoms. The full symptom list for Eckhard is:
* Convulsions
* Fever
* Lingering (Average) for Ratte Fever and Lingering (Challenging) for Festering Wound
* Malaise
* Pox
* Wounded
The Festering Wound came as a complication of his Wounded Symptom from just Ratte Fever alone. He only has one Wound he can't recover right now.
A lot of the disease treatment medicines will cost more than anyone is going to be willing to spend on Eckhard. Fortunately, most of this symptoms aren't that dangerous--Ratte Fever isn't very threatening, but has a very long duration. He can just wait it out. That isn't true of the Wounded symptom though. That's the one they've let go, which led to Festering Wound and could keep getting worse. Lingering could also get really bad if he develops Blood Rot from an astounding failure on Endurance, which isn't very likely but is possible.
In addition to treatment information, Eckhard's sickness implies he came into contact somehow with infected rats or rat meat. That's common enough in the bigger cities but less so in a smaller town like Stromdorf.